"Kinect for motion capture" , posted Thu 21 Jul 08:21
Hi, just wondering if anyone here has tried using Kinect for motion capture. I was thinking of using it for film or game animations, but I've heard mixed opinions about it. Does anybody know if it's worth it or how difficult it is to clean up the raw data?
"Re(1):Kinect for motion capture" , posted Thu 21 Jul 09:30
quote: Hi, just wondering if anyone here has tried using Kinect for motion capture. I was thinking of using it for film or game animations, but I've heard mixed opinions about it. Does anybody know if it's worth it or how difficult it is to clean up the raw data?
Cleaning up mo cap is a full time job. I haven't tried with kinnect, but I imagine that if you recorded with it, it would basically draw every frame as a key frame, giving you a massive animation file.
"Re(2):Kinect for motion capture" , posted Mon 5 Sep 13:23:
Thanks for the reply. I recently purchased a Kinect for half the retail price. So far, I've only tried using it with Miku Miku Dance. I intend to try it with Brekel's Kinect motion capture for MotionBuilder later. Just trying to decide what to make.
The motions you can record are somewhat limited, but I think the results are still useful. It does record every frame as a keyframe, but there are tools for filtering the motion data. Cleaning the keyframes up in MMD doesn't seem to take too much time, either. I think I'm able to get pretty decent results fairly quickly.
Update: The capture software makes a huge difference. I haven't tried MotionBuilder yet, but I'm currently using MikuMikuCapture and it has many great features to optimise the capturing. The initial results are vastly superior to when I tried using MMD with both OpenNi and Microsoft's SDK with motion filtering tools.
[this message was edited by Moo on Sun 30 Oct 08:18]